Author Topic: 5E Barbarian Path Variants  (Read 7257 times)

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
« Last Edit: March 11, 2022, 11:50:16 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #1 on: January 23, 2015, 03:47:07 AM »
Kuldjargh
Originating with the Dwarf races, the Kuldjargh ("axe idiots") are berserkers who enter into their rage via a ritualistic singing.  Fond of spiked armor and riding trained war boars, they charge heedlessly into battle assured by the Gods that if they are slain they will rise again more powerful than before.

BATTLESINGER
At 3rd Level you gain Proficiency with Performance (Singing).

BATTLERAGER ARMOR
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.

While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d6 piercing damage. You use your Strength modifier for the attack and damage rolls.  If your armor is magical, these strikes will also count as magical, and any bonuses to the enchantment level of the armor will be applied to these strikes, for example +1 armor will strike as a +1 weapon for the purposes of attack and damage rolls.

Additionally, when you use the Attack action to grapple a creature, the target takes 1d4 plus your Strength modifier piercing damage if your grapple check succeeds.  Attackers who try to Grapple, engulf or Swallow you take 1d4 plus their Strength modifier piercing damage if they succeed.

CLOSE QUARTERS FIGHTING
At 6th Level you gain either the Mounted Combatant or Tavern Brawler Feat.

FEARLESS
At 10th Level you become Immune to the Frightened Condition.

BATTLERAGER CHARGE
Beginning at 10th level, if you move at least 20 feet before attacking, you do an additional die of damage if you hit, and your target must make a Str Saving Throw or they are Grappled (i.e. stuck to your armor).  They take 1d8 piercing damage if they successfully escape the Grapple as they pull themselves off the spikes.

BATTLE HARDENED
At 14th Level while Raging, add your Constitution modifier to your AC even if you are armored.  For example, if you are wearing Spiked Armor and have an 18 Con, your AC is 18 plus your Dexterity Modifier.
« Last Edit: September 17, 2022, 01:57:18 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #2 on: January 24, 2015, 04:17:20 AM »
Bear Warrior
Your tribe worships the Great Bear Spirits.  Not because the spirits are good to them necessarily, but it's much better to have them as friends rather than enemies.  You have been chosen to let the spirits possess you, and now become a Bear when raging.  Panda if you're unlucky.  Not that Panda is any less effective, but it just doesn't have that "authority" factor.  The Bears like to possess mortals to attend to their wants and needs, and what they want is to kick some ass.  Any ass.  They're not picky.  Bear Warriors generally fight alongside Druids and Rangers to protect the natural world, and often war with other rival tribes as well.  Animals are sometimes nervous around you, because to them you smell like a Bear while looking like a man.  That doesn't jibe well with most critters, as many will assume you're some sort of Were creature.

BEAR RAGE
At 3rd Level you become possessed by a Great Bear Spirit when Raging, and appear to take the form of a Bear till your Rage ends.  You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.  Your stats and abilities are modified as follows:

You may opt to increase your size to Large.

Your Unarmored Defense increases to 12 + your Dexterity modifier + your Constitution modifier.

You gain a Climb Speed of 30 feet.

You gain +15 temporary hit points.

You gain a Bite Attack doing 1d8 plus Strength Modifier piercing damage, and a Claw Attack doing 2d6 plus Strength Modifier slashing damage.  You can make one Claw and 1 Bite when you get Extra Attack at Level 5 (or whenever you get Extra Attack if you multiclass).

IMPROVED BEAR RAGE
At 6th Level your Bear Form becomes more powerful, and your teeth and claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  You gain the following changes:

You may opt to increase your size to Large or Huge.

You gain +35 temporary hit points.

You gain a Bite Attack doing 1d10 plus Strength Modifier piercing damage, and a Claw Attack doing 2d6 plus Strength Modifier slashing damage.  You can make one of each whenever you get an Extra Attack.  Your Claw attack now has a range of 10 feet, and if your Bite attack hits, your opponent must make a Strength Saving throw or be Grappled.

GREATER BEAR RAGE
At 10th Level you add your Proficiency Bonus to your Bite and Claw attacks instead of your Rage Bonus.  You also gain Advantage on Wisdom (Perception) checks that rely on smell.

MIGHTY BEAR RAGE
At 14th Level you become the favorite of one of the following types of Bear Spirit (choose one at 14th Level, this cannot be changed):

  Drop Bear: As an Action you can choose to teleport 30 feet above the head of any opponent within 60 feet, subsequently falling on him.  Make a Strength based melee attack roll.  If successful you do 5d6 + your Strength modifier + your Rage Bonus damage in bludgeoning damage (this is considered a magical attack for overcoming Damage Resistance).  This must be done when Raging, and can be used 3 times per short rest.  This ignores abilities like Uncanny Dodge that require your opponent to be able to see you to work, as the teleport is silent, and the opponent is completely unaware of you.  You do not take falling damage from this attack, but if your target is airborne they do.  Your target must make a Strength Saving Throw (Save DC increases by +2) or be Grappled and Prone with you in an empty adjacent square.  IF there are no empty adjacent squares, the occupants are pushed out of the way to make room for you.  Any creature pushed out of the way take 3d6 + your Strength modifier + your Rage Bonus damage in bludgeoning damage, and must also make a Strength Saving Throw or be knocked Prone.

  Fat Bear:  While Raging you are immune to the Grappled, Prone, and Restrained Conditions.  You have Advantage on attack rolls against a creature you are grappling.

  Sad Bear: People tend to feel sorry for your sad, pathetic visage, and it causes them to underestimate you.  You gain 3 Superiority Dice (d10's), that you regain on a short or long rest.  If you miss with an attack, you can choose to roll one dice and add it to your attack rolls total to see if you hit.

  Scare Bear: Whenever you successfully attack a target, choose a hostile creature within 30 feet that is aware of you.  That creature must make a Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the your Frightful Presence for the next 24 hours.

  Sloth Bear: If you choose to go last in the round, you have Advantage on Attack rolls, and automatically score a Critical hit on your first successful attack of your turn.

  Stoned Bear: While Raging you are immune to the Charmed, Frightened, and Poisoned Conditions.  Your movement speed may not be reduced by non-magical means, such as difficult terrain.


« Last Edit: August 14, 2022, 02:49:26 AM by bhu »

Offline Amechra

  • Epic Member
  • ****
  • Posts: 4560
  • Thread Necromancy a specialty
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #3 on: January 24, 2015, 02:02:50 PM »
Bear Warrior is not a good idea; as it is, the only thing that gets you Strength that high are the X Giant Belts, which are pretty much really broken.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #4 on: January 24, 2015, 04:21:07 PM »
At the moment I'm fiddling with translating stuff from 3e to 5e.  The basic idea is to try direct translation, set back to look at what works, and then redo what doesnt. 

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #5 on: February 01, 2015, 04:24:22 AM »
Berserkergang
"Odin's men rushed forwards without armour, were as mad as dogs or wolves, bit their shields, and were strong as bears or wild oxen, and killed people at a blow, but neither fire nor iron told upon them."  Crazed religious warriors who just as often are dangerous to their own side as they are to the enemy.

BARE CHESTED RAGE
At 3rd Level the Bonus you add your Proficiency Bonus to your AC when not wearing armor.  During Rage, you become immune to blunt, slashing or piercing damage that is not made by a magical weapon.

STRENGTH OF THE BEAR
At 6th Level your melee attacks do +1d6 damage when Raging.

FIREPROOF
At 10th Level you become Immune to Fire damage while Raging.

HAMRAMMR
At 14th Level while Raging, you no longer look quite human when Raging, and it is said your mere glance dulls a weapons edge.  When Raging, you may use your Reaction to force an opponent who is attacking you to make a Wisdom Save or take Disadvantage on his attack roll.  You may do this three times per short rest.
« Last Edit: March 11, 2022, 11:52:03 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #6 on: February 01, 2015, 04:34:15 AM »
Frostrager
Some rage burns cold.  Believed to be gifted (or cursed depending on your point of view) by Thrym, they become covered in frost during their fits of rage.  Their obviously supernatural nature makes them feared members of the tribe, as many point out that while raging they revel a bit too much in the destruction they cause.

COLD RAGE
At 3rd Level you add the Damage Bonus you get while Raging to your AC.  For example if you have a normal AC of 16, and a Damage Bonus of +3, you now have an AC of 19 while Raging.  Your melee attacks now do an additional +1d6 Cold damage when Raging as well.  Your unarmed strikes now do 1d8 slashing plus 1d6 Cold damage when Raging.

IMPROVED COLD RAGE
At 6th Level your wounds freeze over, and you automatically succeed on Death Saving Throws.

HEALING COLD
At 10th Level if you are hit with an attack that would do Cold damage, you heal hit points equal to half the damage the attack would have done.  You are also Immune to Cold damage, and Vulnerable to Fire Damage.

HEART OF ICE
At 14th Level while Raging, you now do +2d6 Cold damage with your melee attacks, with an additional +1d6 Cold damage upon making a successful critical hit.
« Last Edit: March 08, 2022, 12:43:32 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #7 on: May 04, 2016, 07:23:29 PM »
Black Blood Cultist
Worshipers of the Lycanthrope god Malar, these feral savages grow claws and fangs when raging.  Many hope to become Lycnathropes themselves one day.  Most come from Uthgardr barbarian tribes who have fallen under the cults sway.  They have a thoroughly Evil reputation.

FERAL RAGE
At 3rd Level you gain a Claw attack doing 1d6 plus Str Modifier slashing damage when raging.  You are now Immune Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons while Raging.

STRANGLER
At 6th Level you have advantage on attack rolls against a creature you are grappling.  Your claws are now considered magical weapons.

IMPROVED FERAL RAGE
At 10th Level your Claw damage increases to 1d8 plus Str Modifier damage, and you can make 2 Claw attacks when you get an Extra Attack. You now advantage on Wisdom (Perception) checks that rely on hearing or smell whether you are Raging or not.

FERAL FORM
At 14th Level you may use your claw attacks even when you aren't raging, and if you hit with both claw attacks, you do an additional +2d6 damage to that victim.
« Last Edit: March 08, 2022, 02:00:35 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #8 on: May 05, 2016, 01:49:54 AM »
Eye of Gruumsh
Worshipers of the Orcish God Gruumsh, they pluck out one of their eyes to be more like their lord.  Many also deliberately disfigure themselves.  Said to see their own death with their missing eye, they show no hesitation in battle. 

MY EYE SLOWS ME NOT
At 3rd Level you have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.  Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

INSPIRATION
At 6th Level any worshipers of Gruumsh allied with you, and within 30 ft. when you are Raging may roll a d6 and add it to one saving throw of their choice.  You may use this a number of times equal to your Constitution modifier per long rest.

BLINDING SPITTLE
At 10th Level you can make a ranged attack roll against one opponent within 20 ft.  You have Advantage on the attack roll, and if it succeeds, the opponent takes 1d8 Acid damage, and must make a Constitution Saving Throw or have disadvantage on Wisdom checks and Wisdom saving throws and is blinded. for 1 Minute.  At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends.  You may use this a number of times equal to your Proficiency Bonus per long rest.

GODS FAVOR
At 14th Level you may gain four Favor Dice, which are d8s.  A Favor Die is expended when you use it. You regain all of your expended Favor dice when you finish a short or long rest. Any time you are required to make a Saving Throw, you may roll one of these dice and add it to the result (you may wait to see the result of the Saving Throw before deciding to use one).
« Last Edit: March 10, 2022, 12:36:40 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #9 on: May 15, 2016, 03:13:31 AM »
Champion of Gwynharwyf
Gwynharwyf is the Patron Goddess of Barbarians, and her servitors seek to cleanse the world of Evil.  They are wrathful, but they try to temper their anger with righteousness.


Code: [Select]
[b]    Spells Known  Spells Slots 1st  2nd  3rd  4th[/b]
3.      3                    2     -     -     -
4.      4                    3     -     -     -
5.      4                    3     -     -     -
6.      4                    3     -     -     -
7.      5                    4     2     -     -
8.      6                    4     2     -     -
9.      6                    4     2     -     -
10.     7                    4     3     -     -
11.     8                    4     3     -     -
12.     8                    4     3     -     -
13.     9                    4     3     2     -
14.     10                   4     3     2     -
15.     10                   4     3     2     -
16.     11                   4     3     3     -
17.     11                   4     3     3     -
18.     11                   4     3     3     -
19.     12                   4     3     3     1
20.     13                   4     3     3     1

SPELLCASTING
You may cast spells beginning at 3rd Level (see Chapter 10 of Player's Handbook for rules on spellcasting, and see below for the Champion spell list).
Cantrips. You learn two Cleric Cantrips of your choice, with an additional Cantrip at Level 10.
Spell Slots. The table above shows your spell slots of 1st Level or higher.  To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.  For example, if you know the 1st-level Searing Smite and have a 1st-level and a 2nd-level spell slot available, you can cast Searing Smite using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level Champion spells of your choice. The Spells Known column of the Champion Spellcasting table shows when you learn more Champion spells of 1st level or higher. Each of these spells  must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Champion spell list. The new spell must be of a level for which you have spell
slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Champion spells, since your spells rely upon devotion. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Champion spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier

Spell attack modifier = your proficiency bonus +
your Wisdom modifier

Spell List: 1st Level: Absorb Elements, Bless, Compelled Duel, Cure Wounds, Detect Evil and Good, Detect Poison and Disease, Divine Favor, Healing Word, Protection from Evil and Good, Searing Smite, Shield, Wrathful Smite.  2nd Level: Aid, Branding Smite, Enhance Ability, Lesser Restoration, Magic Weapon, Prayer of Healing, Protection from Poison, Spiritual Weapon, Warding Bond, Zone of Truth.  3rd Level: Aura of Vitality, Beacon of Hope, Blinding Smite, Daylight, Dispel Magic, Fear, Magic Circle, Mass Healing Word, Protection from Energy, Remove Curse, Revivify.  4th Level: Aura of Life, Aura of Purity, Death Ward, Freedom of Movement, Guardian of Faith, Staggering Smite.


DIVINE SMITE
Starting at 3rd level, when you hit a creature with a melee weapon attack, you can expend one Champion spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

FURIOUS CASTING
At 6th Level you may cast or concentrate on Champion spells when raging.  You may only do this with spells gained from this subclass, not spells from other classes or Feats.

DIVINE PROTECTION
At 10th Level you gain resistance to Acid, Cold and Lightning Damage when Raging.

DIVINE WISDOM
At 14th Level you gain Advantage on Saving throws against Enchantment spells and are immune to being Charmed.
« Last Edit: March 10, 2022, 02:18:51 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #10 on: May 25, 2016, 08:02:02 PM »
Runescarred Berserker
These defenders of Rashemen carve magic enhanced runes into their flesh.  They are the elite bodyguards of the Hathrans, and they are willing to kill or be killed at their command.

Code: [Select]
[b]    Spells Known  Spells Slots 1st  2nd  3rd  4th[/b]
3.      3                    2     -     -     -
4.      4                    3     -     -     -
5.      4                    3     -     -     -
6.      4                    3     -     -     -
7.      5                    4     2     -     -
8.      6                    4     2     -     -
9.      6                    4     2     -     -
10.     7                    4     3     -     -
11.     8                    4     3     -     -
12.     8                    4     3     -     -
13.     9                    4     3     2     -
14.     10                   4     3     2     -
15.     10                   4     3     2     -
16.     11                   4     3     3     -
17.     11                   4     3     3     -
18.     11                   4     3     3     -
19.     12                   4     3     3     1
20.     13                   4     3     3     1

SPELLCASTING
You may cast spells beginning at 3rd Level (see Chapter 10 of Player's Handbook for rules on spellcasting, and see below for the Runescar spell list).
Spell Slots. The table above shows your spell slots of 1st Level or higher.  To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.  For example, if you know the 1st-level Searing Smite and have a 1st-level and a 2nd-level spell slot available, you can cast Searing Smite using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level Runescar spells of your choice. The Spells Known column of the Runescar Spellcasting table shows when you learn more Runescar spells of 1st level or higher. Each of these spells  must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Runescar spell list. The new spell must be of a level for which you have spell
slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Runescar spells, since your spells rely upon devotion. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Runescar spell you cast and when making an attack roll with one.  Unlike normal, you cannot cast spells in the normal way.  Instead, you carve them into your skin, saving them for later use.  It takes a Minute to carve one Runescar, and you may have up to 7 at any one time.  Once carved into your skin you may activate one Runescar per round as a Bonus Action (this does not constitute casting a spell and may be done during Rage, nor does it end your rage).  Once activated the spell takes place as if it had just been cast, and cannot be used again until the Runescar has been recarved into your skin.  Runescars whose spell has a duration of Concenration do not require you to concentrate on them while Raging, but you will have to concentrate on them after rage ends.  You may only activate one Runescar with a duration of Concentration at a time.

Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier

Spell attack modifier = your proficiency bonus +
your Wisdom modifier

Spell List: 1st Level: Absorb Elements, Bless, Cure Wounds, Divine Favor, False Life, Healing Word, Protection from Evil and Good, Thunderous Smite, Wrathful Smite.  2nd Level: Darkvision, Enhance Ability, Enlarge/Reduce, Invisibility, Lesser Restoration, Magic Weapon, Prayer of Healing, Protection from Poison, See Invisibility.  3rd Level: Divine Power*, Fly, Haste, Keen Edge*, Nondetection, Protection from Energy, Spell Resistance.  4th Level: Death Ward, Dimension Door, Freedom of Movement, Greater Invisibility, uardian of Nature, Staggering Smite.

A * indicates new spells.

BERSERKER LODGE
At 3rd Level you have been initiated into one of Rashemen's berserker lodges.  Choose one of the following benefits to gain during Rage:

Ettercap: You gain damage resistance to poison, and advantage on Constitution Saving Throws.

Great Stag: You do not take movement penalties for difficult terrain, and add +1d6 to attack and damage rolls if you move at least 10 ft. before attacking on your turn.

Ice Troll: When Raging, you add your Proficiency Bonus to your unarmored AC. This stacks with Protective Runes.

Owl Bear: If you successfully attack an opponent in melee, they are considered Grappled.  You have Advantage on attack rolls against Grappled opponents.

Snow Tiger: When you move 20 feet or more, and make an attack action, you gain 1 extra attack.

Wolf: If you successfully attack an opponent, they must make a Strength Saving Throw or be knocked Prone.  You have double your proficiency Bonus on Strength Saving Throws to resist being knocked Prone yourself.

COLD RESISTANCE
At 6th Level you gain Resistance to Cold damage.

SCARRED FLESH
At 10th Level you have resistance to bludgeoning, piercing, and slashing damage even when you aren't Raging.

PROTECTIVE RUNES
At 14th Level your unarmored AC is 14 plus your Dexterity modifier plus your Constitution modifier when you have Runescars ready to be activated.  If you are an Ice Troll Berserker, you gain Advantage on Constitution Saving Throws instead.

(Much thanks to Tenacious J, who provided the following spell translations).

KEEN EDGE
3rd Level Transmutation
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 Hour
You touch a nonmagical weapon.  Until the spell ends, that weapon becomes a magic weapon that critically hits on a roll of 19 or 20.
  At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the weapon critically hits on a roll of 18 to 20.


DIVINE POWER
3rd Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 1 minute
Calling upon your divine patron, you imbue yourself with strength and skill in combat.  Until the spell ends, your weapon attacks deal an extra 1d4 damage.  When you take the attack action, you may make one extra attack.  You gain temporary hit points at the start of each of your turns equal to your spellcasting ability modifier.  When the spell ends, you lose any remaining temporary hit points from the spell.


SPELL RESISTANCE
spell Level and School (Ritual in parentheses if necessary)
Casting Time: 1 Action
Range: Self
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 1 minute
Until the spell ends, you have advantage on saving throws against spells and other magical effects.
« Last Edit: March 10, 2022, 02:16:31 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #11 on: May 28, 2016, 03:05:26 AM »
Path of the Totem Warrior Variants
New totem animals for Path of the Totem Warrior.

TOTEM SPIRIT
Ape. While raging you can make an unarmed strike attack as a Bonus Action.  If you have no weapon you can make two unarmed strikes, one with your Action and the other with your Bonus Action.  Your unarmed strike does 1d6 plus your Str Modifier bludgeoning damage.  3 times per long rest you may reroll your damage dice, but must keep the new roll.
Bat. When raging you have blindsight with a range of 20 feet as long as you aren't deafened. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Boar. If you attack an opponent when you have Advantage on the attack roll, they must make a Strength Saving Throw or be knocked Prone.
Crab. Your unarmored armor class is equal to 10 plus twice your Constitution modifier.  When Raging, you gain Advantage on all Constitution Saving Throws.
Crocodile. You can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll.  You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Fox. You gain advantage on Wisdom based Checks and Saving Throws.  You are immune to being Charmed.
Horse. If you move at least 20 feet before attacking, or attack an opponent who is Prone, you do +5 damage.
Lion. When raging, if the barbarian moves at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a Strength saving throw  (DC is ) or
be knocked prone. If the target is prone, the barbarian can make one more attack against it as a bonus action.
Rhinoceros. You gain the Charger Feat.
Shark. You gain advantage on attack rolls against opponents who have taken damage.  You also do an additional 1d6 damage on successful hits.
Viper. When raging, if your target takes damage it must make a Constitution Saving Throw or take +2d4 poison damage.

ASPECT OF THE BEAST
Ape. You gain a Climb speed equal to your Land speed.
Bat. You gain advantage on Wisdom (Perception) checks that rely on hearing.
Boar. Whenever you regain hit points by any means, you regain +1d10 additional hit points (this still can't take you above your maximum hp).
Crab. You become amphibious, able to breathe both air and water.
Crocodile. You gain the ability to hold your breath for 15 minutes, and advantage on all Strength (Athletics) Checks meant for Swimming.
Fox. You gain Advantage on all Saving Throws against Illusion spells or effects.
Horse. If you successfully attack an opponent with a bludgeoning weapon while Raging, they must make a Strength Saving Throw or be knocked Prone.
Lion. You gain Mobile as a Bonus Feat.
Rhinoceros. Whenever you can make an Opportunity Attack, you can make a melee weapon attack or shove a creature.  You either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Shark. You gain advantage on Wisdom (Perception) Checks that rely on smell.
Viper. Your poison damage increases to +3d4.

TOTEMIC ATTUNEMENT
Ape. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw by roaring and beating your chest. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.  This Action can be performed without ending your Rage.  You may now use your Strength modifier in place of your Dexterity modifier for ranged weapons that are thrown.
Bat. You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.  You have advantage on attack rolls against a creature you are grappling.  Your Blindsight now has a range of 30 feet.
Boar.   If you takes damage that would reduce you to 0 hit points, you are reduced to 1 hit point instead.  You may do this once per short or long rest.
Crab. While raging, your hands become massive crab claws, doing 2d6 plus Str Modifier bludgeoning damage.  If you successfully hit an opponent with one he is Grappled, and you get Advantage on attack rolls made against him with the other claw.  Your claws are considered magic weapons.
Crocodile. The gain Advantage on Dexterity (Stealth) checks, and the extra damage you get from attacks made with Advantage increases to +4d6.
Fox. You gain proficiency with Int, Wis and Cha Saving Throws. 
Horse. If you successfully knock an opponent Prone, you can make a follow up melee attack against them as a Bonus Action.  If successful this attack does an extra die of damage.
Lion. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw by roaring. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.  This Action can be performed without ending your Rage. You gain Advantage on Attack rolls against opponents you have Frightened with this ability.
Rhinoceros. Your attacks do one extra die of damage on any turn you move at least 20 feat.  When Raging you gain temporary hit points equal to twice your Class Level.
Shark. Whenever you kill an opponent, choose one willing ally within 30 feet.  That ally Rages, as per the Barbarian ability.  Their ends early if they are knocked unconscious or if their turn ends and they haven't attacked a hostile creature since their last turn or taken damage since then.  If your rage ends, their rage ends too.
Viper. You gain immunity to poison damage and the poisoned condition.  If your opponent fails their Constitution Saving Throw against one of your attacks, they gain the Poisoned Condition for 1 Hour.
« Last Edit: March 09, 2022, 01:47:35 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #12 on: March 10, 2022, 02:13:15 AM »
Rage Mage
The farcically named Rage Mage is a tribal Sorcerer with no access to training or any mentor to explain their powers.  They manifest during one of their fits of rage at some point, giving them a new outlook on life.

Code: [Select]
[b]    Spells Known  Spells Slots 1st  2nd  3rd  4th[/b]
3.      3                    2     -     -     -
4.      4                    3     -     -     -
5.      4                    3     -     -     -
6.      4                    3     -     -     -
7.      5                    4     2     -     -
8.      6                    4     2     -     -
9.      6                    4     2     -     -
10.     7                    4     3     -     -
11.     8                    4     3     -     -
12.     8                    4     3     -     -
13.     9                    4     3     2     -
14.     10                   4     3     2     -
15.     10                   4     3     2     -
16.     11                   4     3     3     -
17.     11                   4     3     3     -
18.     11                   4     3     3     -
19.     12                   4     3     3     1
20.     13                   4     3     3     1

Spellcasting
You may cast spells beginning at 3rd Level (see Chapter 10 of Player's Handbook for rules on spellcasting, and see below for the Rage Mage spell list).
Cantrips. You learn two Cantrips of your choice, with an additional Cantrip at Level 10.
Spell Slots. The table above shows your spell slots of 1st Level or higher.  To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.  For example, if you know the 1st-level Burning Hands spell and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level Rage Mage spells of your choice. The Spells Known column of the Rage Mage Spellcasting table shows when you learn more Rage Mage spells of 1st level or higher. Each of these spells  must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Rage Mage spell list. The new spell must be of a level for which you have spell
slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Rage Mage spells, since your spells rely upon devotion. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Rage Mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +
your Charisma modifier

Spell attack modifier = your proficiency bonus +
your Charisma modifier

Spell List: Cantrips: Acid Splash, Blade Ward, Booming Blade, Chill Touch,Control Flame,  Frostbite, Gust, Lightning Lure, Poison Spray, Ray of Frost, Shocking Grasp, Sword Burst, Thunderclap.  1st Level: Absorb Elements, Burning Hands, Catapult, Chaos Bolt, Chromatic Orb, Expeditious Retreat, False Life, Ice Knife, Jump, Magic Missile, Ray of Sickness, Shield, Thunderwave or Witch Bolt.  2nd Level: Aganazzar's Scorcher, Cloud of Daggers, Darkvision, Dust Devil, Enhance Ability, Enlarge/Reduce, Flame Blade, Flaming Sphere, Gust of Wind, Magic Weapon, Misty step, Scorching Ray, Shatter and Spider Climb.  3rd Level: Blink, Counterspell, Dispel Magic, Fireball, Fly, Haste, Lightning Bolt, Melf's Minute Meteors, Protection From Energy, Sleet Storm, Slow, Stinking Cloud, Thunderstep, Vampiric Touch.  4th Level: Dimension Door, Fire Shield, Ice Storm, Polymorph, Sickening Radiance, Storm Sphere, Viriolic Sphere, Wall of Fire.
A * indicates new spells.

SPELL RAGE
At 3rd Level you may cast or concentrate on spells while Raging, but only spells you learn from this subclass, not spells from other classes or Feats.

FURIOUS SPELL
At 6th Level you can add the damage Bonus you get while Raging to spells that do damage as well.

OVERPOWERING SPELL
At 10th Level, if you successfully damage one or more targets with a spell, you may add 1 die of damage as a Reaction.  You may do this  times per short or long rest.

TRANSFORMATIVE RAGE
At 14th Level you are more powerful when Raging.  Your weapon attacks and unarmed strikes do +2d12 force damage.  You also gain 50 temporary hit points.
« Last Edit: March 11, 2022, 11:49:14 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #13 on: December 04, 2022, 09:53:23 PM »
Path of the Cultist
Not all Barbarians come from tribesmen seeking a spiritual guide.  Some,  especially those who seek adventure far from home, fall in with strange religious cults that worship dark spirits that resemble the totem guides that they are used to.  These spirits possess them during Rage, and give them abilities they would not otherwise have, while slowly altering their physical appearance.

SPIRIT ADVICE
At 3rd level when you adopt this path, you gain the ability to cast the Augury and Ceremony spells, but only as rituals.  A little Divination never hurt anyone, and for some reason you are now legally allowed to conduct weddings.  Not that many people ask hulking cultists to do that sort of thing.

SPIRIT POSSESSION
At 3rd level, when you adopt this path, you choose a possessor spirit and gain its feature. You must make or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your possessor spirit. For example, if you have an Emu possessor spirit, you might be unusually wobbly when you run, or if your possessor is the Fainting Goat, you grow small horns.
Cornered Rat.  When Raging, you can Rage freely when Cornered, and do not have to attack or take damage to maintain it.  Cornered is defined as follows:
   If you have more than one hostile creature adjacent to you or attacking you (even from range).
   If you fail a Saving Throw that would cause you to be Frightened, you are considered Cornered instead for the effects duration.
   You are subject to any of the following Conditions: Blinded, Grappled, Incapacitated, Paralyzed, Petrified, Prone, Restrained, or Stunned.
Desert Rain Frog. As an Action, you can let out your hilariously un-terrifying war squeak.  This squeak echoes for miles, and instead of warning predators away, it actually attracts them.  The next round a CR 1 predator runs onto the map from a random direction,  and while you do not control it, it does attack the nearest creature other than you.  You may do this a number of times per long rest equal to your Proficiency Bonus.   If you are Raging, this does not cause your rage to end.
Emu. While Raging, you gain Resistance to damage of all types, but only from ranged attacks.  Additionally, your movement doesn't provoke opportunity attacks.
Fainting Goat. When Raging, and an opponent successfully attacks you, or causes you to be Frightened, you may Faint.  You let out a hellish scream that echoes through the sky, while blood and black fluids vomit from your orifices as you fall Prone.  For all intents and purposes you appear dead for 1 round.  On your next turn you may stand up without losing any movement speed, heal 1d10 hit points, and are no longer Frightened if you were.  You may Faint once per Rage, and Fainting doesn't end your Rage.
Moss Pig. When Raging, you have Advantage on all Saving Throws, including Death Saving Throws.


ASPECT OF THE SPIRIT
At 6th level, you gain a magical benefit based on the possessing spirit you chose at 3rd Level.
Cornered Rat. Your Armor Class improves by +1 when you are Cornered, whether Raging or not.
Desert Rain Frog. You become ever more adorable, just like your possessing spirit.  You gain Proficiency with Deception and Persuasion  Checks.
Emu. You can take the Dash Action as a Bonus Action.
Fainting Goat. You have Advantage on Strength (Athletics ) Checks.
Moss Pig. You gain Advantage on Wisdom (Survival) Checks.


COMMUNICATION LINK
At 10th level, you can cast the Rary's Telepathic Bond spell, but only as a ritual. Great for communicating with fellow cultists or party members when you can't afford to say the bad things out loud.

SPIRITUAL THRALL
At 14th level, you gain a magical benefit based on the possessor spirit you chose at Level 3.
Cornered Rat. While Raging and Cornered, you gain one extra Attack when taking the Attack Action, for a maximum of 3 attacks per round.  Additionally your attacks do +1d8 damage.
Desert Rain Frog. Your cuteness is now devastating.  As long as you aren't Raging, any creature who Targets you with an Attack or a harmful spell must first make a Wisdom saving throw (Save DC is 8 plus Proficiency Bonus plus Charisma modifier). On a failed save, the creature must choose a new target or lose the Attack or spell. This spell doesn't protect you from area Effects, such as the explosion of a Fireball.  If you make an Attack or cast a spell that affects an enemy creature, this effect ends. You may still use your squeak, which now summons three predators of CR 2 or less.
Emu.  When Raging, you may give Disadvantage to any ranged attack that has a target within 60 feet of you.
Fainting Goat. When you use your Faint, you may now gain Advantage on attack rolls the round you stand up, if you attack the creature who 'caused' you to Faint.
Moss Pig. You now gain Advantage on Saving Throws whether you are Raging or not.  When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
« Last Edit: December 10, 2022, 08:14:24 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #14 on: March 16, 2024, 11:30:51 PM »
FRAWGHEMOTH
As a child you were possessed by angry, vengeful spirits.  The spirits of frogs, angry at the tribes for hunting them for their sweet, delicious legs.  At least that's what the spirits said.  Granted their resemblance to frogs was kind of...superficial.  The tribes shaman tried exorcisms, but to no avail.  You really didn't want the spirit to go away.  You'd always been shunned by the tribe for being different, and now you had a friend.  A friend who gave you super powers and neat advice.  Advice such as "Running at people screaming out of the darkness is socially acceptable."

Then, one day, the Frog Council visited the village.  "Let us train the lad" they said.  The village, eager to be rid of you, agreed.  Now you get to keep your friend!  And assist in the dispensing of froggy justice!  Which is mostly making people crap themselves by hulking out into ragefrog mode.

LOOMING TERROR
At 3rd Level, when you are Raging, you are surrounded by the spectral form of a hulking, hideous frog thing.  All Barbarians are spooky during rage, but few are haunted by their own personal nightmare fuel.  Any creature of your choice within 10 feet of you takes 2 psychic damage at the start of your turn.  The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.  Additionally, the first successful attack you make each turn does frog damage instead of it's normal damage type.  Frog Damage is a sort of wet, flubbery damage that has no known ability able to provide Resistance or Immunity to it. 

POWER OF THE FROG
At 6th Level, you may choose to end your Rage early voluntarily as a Bonus Action to release the Frog Soirit.  For the next Minute (or until you Rage again, whichever comes first). one target of your choice within 30 feet must make a Charisma Saving Throw (Save DC is 8 + your Proficiency Bonus + your Constitution modifier) or take 3d8 Psychic damage on a failed save (half that much if the save is successful) as it is savaged by the Frog Spirit.  If it fails the Saving Throw it is also Frightened of the Frog Spirit until the beginning of your next turn, and will not approach the Frog Spirits current position (i.e. it's current target).

RIBBIT STRONG!
At 10th Level you may choose to succeed at any one Saving Throw once per Rage.  This is not an Action, and you may see the result of the Saving Throw before deciding..

THE SHAPE OF FRAWGS YET TO COME
At 14th Level, you now do psychic damage to any creature of your choice within 30 feet.  Additionally, while you are Raging, when a creature of your choice that can see you starts its turn within 30 feet of you, you can force it to make a Charisma saving throw if you aren’t incapacitated.  If it fails, it takes 1d6 frog damage.  Save DC is 8 + your Proficiency Bonus + your Constitution modifier.
« Last Edit: March 18, 2024, 10:30:45 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #15 on: March 28, 2024, 01:03:02 AM »
INVOLUNTARY PROPHET
All Gawds need a Prophet.  Prophets deliver their pronouncements to mortalkind as cryptic, indecipherable bull(beep) that lets the Gawds wreak incalculable havoc.  Some think the Gawds find these shenanigans amusing, some think they themselves are forced  to follow rules they don't understand.  At any rate they tend to pick madman loners who live in a hut back in the deep woods.  You know who that all too often describes?  Barbarians!  So despite your being an emotionally unstable death machine, you're constantly followed, kidnapped or harassed by would be conquerors, apocalyptic religious cults, and kooks of every shape and size.  They regularly threaten people close to you, poison your food, kiss your ass, etc.  This has led you to be far less stable than even other Barbarians, and people who don't know what you are give you a wide berth.  The ones who do know what you are stay even further away, because it lessens the chance they'll be choked out by your 'fans.'

SO YOU'RE A PROPHET...
At 3rd Level when you adopt this path, you gain the ability to cast the Gift of Alacrity and Augury spells, but only as rituals.  The duration of Gift of Alacrity is limited to 10 Minutes, however.  Additionally, purely at random, a Gawd will speak through you.  When this happens you may rise and hover in the air, have weird lights shine from your eyes, or speak in an inhuman voice, depending on the Gawd possessing you.  You then spit Prophecy anywhere from a round to an hour.  You are Incapacitated, but invulnerable to all damage, conditions or effects during this time.  Then you will be endlessly grilled by Concerned Parties, sometimes for years afterwards.  It's pointless of course.  You have no more insight into your utterings than they do.  Even worse, there's a chance it's a False Prophecy, which everyone will blame on you.  Your relationship with religion is...well, we'll politely call it strained.  Note to DM's: This is to introduce Campaign story  elements, not to randomly incapacitate your PC.  Be good.

A MADMAN'S RAGE
At 3rd Level, when Raging, you have Advantage on Wisdom checks and Wisdom Saving Throws.  You also add your Wisdom modifier to your Armor Class and damage rolls.

WISDOM
At 6th Level your Wisdom score increases by +2.  You're still a madman, you're just one who's developed a bit of self awareness after having an epiphany.  For example, you'll still accept a Gawd's challenge to a wrasslin' match, you just have enough common sense to plan to cheat like hell.  You'll still party with the Devils, you just need to make sure you hide your soul first.

CUSSIN' AT THE GAWDS
At 10th Level you can cast the Commune spell, but only as a ritual.  You usually use it to tell the Gawds exactly what part of your anatomy they can kiss.

FORESIGHT
At 14th Level while Raging, you can’t be surprised and have advantage on attack rolls, ability checks, and saving throws.
« Last Edit: March 28, 2024, 07:49:12 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #16 on: March 29, 2024, 07:24:46 PM »
THE RAGEICIAN
Some people study magic, some people are born with it.  Some had to sell themselves, or swear an oath to get access to it.  Some play snuggles with beings of fell powers.  You came about magic in a slightly more different manner.  You're just so scary you can intimidate reality into obeying you.  At least, that's everyone's working theory.  I mean, in general, you are a scary person with a reputation.  Especially since you used a dead Mindflayer to put on a puppet show.  Not saying you were wrong, just saying there may have been some unforeseen side effects on your social calendar.  But who needs friends when you can tell the world "He didn't hit me.", and the world agrees.

RAGE MAGIC
At 3rd Level you gain 4 Rage Dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended Rage Dice when you finish a short or long rest. You gain another Rage Die at 6th level and one more at 14th level.  You may use a Rage Die after you see the result of any roll (this does not take an Action).  If you choose to expend a Rage Die, you may roll it and add it to the result of the roll you wish to modify.  This can turn a missed roll into a success, or boost rolls like Initiative or damage rolls that you wish to make higher.  You can only expend one Rage Die per roll.  Editor's Note: Except for rolling for hit points when you go up a Level, this can literally be ANYTHING you have to roll a die for.

IMPROVED RAGE MAGIC
At 6th Level you gain three new uses for your Rage Dice.  The first is a Reaction used when you are successfully attacked.  When you expend the die, roll it and subtract the result from your attackers attack roll.  If this lowers it's roll enough that it would miss, it misses.  The second is a Bonus Action used when you have made a successful attack roll.  That attack is now a Critical hit.  The third is that you can expend a Rage Die as a Bonus Action if your Rage would end because you haven't taken damage or attacked anyone, your Rage continues instead.

TERRIFYING GAZE
At 10th Level you fix your gaze on one creature you can see within 10 feet of you as an Action. The target must succeed on a Wisdom saving throw against this magic or become frightened for 1 minute (Save DC is 8 + your Proficiency Bonus + Strength modifier). The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to your gaze for the next 24 hours.

I REFUSE
At 14th Level you can refuse death if you have at least 3 Rage Dice.  If something occurs that would normally result in your death, you Rage at the Gawds while expending 3 Rage Dice.  They promptly decide they don't want to deal with you, and you wake up fully resurrected with 1 hit point.
« Last Edit: March 29, 2024, 08:28:01 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #17 on: March 29, 2024, 08:51:06 PM »
GHOST PARROT

"Where's yer gold?"

"I ain't talkin'.  (beep) you and your (beep)in' parrot.  What kind of man keeps a berd as a pet?"

"AWK! BILLEH JEAN IS NOT MAH LUVAH!  AWK!"

"Brother, if you only knew."

You're a warlord of some kind.  A pirate captain.  A reclusive nobleman.  Something to that effect.  Whatever the flavor, you also have this weird little pet.  It says random things at random times (usually the worst possible time), and is always skulking somewhere.  People hate it, and they disrespect you for it.  Not when either of you are nearby though.  Your temper is legendary.  You once had a man impaled on a brick for referring to your parrot as 'unmanly'.  But there's a secret people don't know.  That parrot is possessed by the ghost of a dead Pirate Lord.  Named something unlikely, like Axehugger Firebeard.  And as long as he's in your life, he controls you too.  Lord knows, you've tried getting rid of him multiple times.  Exorcists.  Black magic.  Bribes.  Dancing naked in the jungle while swinging a dead pig over your head by the light of the moon.  You've even sued him in the Court of the Afterlife, but he remains a stubborn bastard.  You've no idea what he's up to, but you fear he means you no good.  He tells you things at night.  Sometimes he shows you things.  You once woke up in a pile of bodies, which he assured you that he made in defense of your person.  He left out that you're now a wanted man, but no worries, you found that out quickly enough.

GHOST FAMILIAR
At 3rd Level you gain a freaky little pet that looks...off.  Some might even say Evil.  Mostly it's just dead.  This is effectively a Familiar, with the following changes:

It's Type is Undead.
It can speak in a halting, copycat manner, much like a parrot.
It can, and frequently does, attack, using your Proficiency Bonus plus your Str modifier to hit, with a range of 5 feet, doing (1d6+your PB) necrotic damage on a successful hit.
It only pretends to obey you, and even then only in front of others to carry on the charade that it's your servant instead of the other way round.
It knows what you know.
It cannot be dismissed.
It is immune to the following conditions:  Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
It is immune to the following damage types: Cold, Necrotic, Poison.
If 'killed', it merely disappears, returning 24 hours later.

The Familiar is the spirit of a dead person who has some unfinished business, and it has "adopted" you, figuring you won't mind it occasionally possessing you in exchange for the 'good karma' you'll get for helping it.  Clearly the ghost's perspective of Buddhism is flawed.

GHOST RAGE
At 6th Level, whenever you fall unconscious or become Incapacitated, your Ghost Familiar merges with, and becomes in charge of, your body and tries to viciously murder your way to safety if it's necessary.  This works exactly like the Ghost's Possession ability (see Monster Manual), except that your Familiar DOES have access to your knowledge, class features, and proficiencies (and you can't get temporary immunity to this possession as you get no saving throw).  Effectively you don't sleep, as one of you is always in charge of the body.

GHOSTLY AURA
At 10th Level when you Rage, you take on a terrifying appearance, shimmering with necrotic power.  Any creature within 10 feet of you takes 2 points of necrotic and psychic damage each round it's within the area of effect.  You are also resistant to Cold, Necrotic and Poison damage while Raging, or when your Familiar is in charge of your body.

UNEARTHLY TERROR
At 14th Level, when Raging, you are immune to the following Conditions: Exhaustion, Grappled, Paralyzed, Poisoned, Prone or Restrained.
« Last Edit: March 30, 2024, 11:22:01 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #18 on: March 30, 2024, 11:19:21 PM »
THE TOUGHEST PERSON IN WASHO COUNTY
x

TOUGH GUY
At 3rd Level you no longer roll for hit points when you gain a new level, and your hit points per level are now 12 + your Constitution Modifier (plus any you gain from Feats or other effects/abilities).  When Raging you have Advantage on Constitution Checks and Constitution Saving Throws.

STEEL JAWED
At 6th Level you can't be Stunned while Raging.

SHRUG IT OFF
At 10th Level, when you are making a Saving Throw to avoid/remove a Condition, or avoid/lower damage, you can choose to make a Constitution Saving Throw instead of the Saving Throw you would normally use.  You may do this a number of times equal to your Proficiency Bonus per Long Rest.

NOT TODAY
At 14th Level when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
« Last Edit: April 11, 2024, 01:20:36 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: 5E Barbarian Path Variants
« Reply #19 on: April 11, 2024, 01:14:27 AM »
THE MAD BOWLER
Your tribe has always had a weird thing for Earth Elementals.  There's one who hangs out with Mom, and insists you call him 'Daddy'.  He tries to be a good father, but his lack of understanding of human nature make it difficult for everyone.   For instance, he cannot understand your tribes obsession with it's chosen sport: bowling.  He goes on, and on about how he'd have to defend the village less, if you'd just stop bowling long enough to pick up a sword.  He reeeeally pisses you off sometimes.  Like, how are you supposed to attract a mate if your bowling skills are subpar or you aren't made of smooth, creamery mud?  Lately, he's been watching you play, with a thoughtful expression.  He says he thinks he can improve your skills and help you defend yourself at the same time.  All he has to do is teach you a little magic by focusing your anger.  If you could focus when you were angry, by definition you wouldn't be angry.  Gawds, he makes you angry!

BALL OF RAGE
At 3rd Level you can summon a smoking, writhing ball of Elemental Earth that is pissed off beyond all reason.  It immediately appears in your hand when you enter Rage, and will automatically reappear there if it is knocked out of your hand or taken, or after you make an attack by throwing it.  It does 2d4 Bludgeoning damage, uses Strength for attack and damage rolls, and can be used as a melee or thrown weapon (range is 20/60 feet), and you apply your Rage Bonus to damage when throwing it.  Creatures hit by it must make a Dexterity Saving Throw (Save DC is 8 + your Proficiency Bonus + your Strength Modifier) or be knocked Prone.  If you throw the ball, you can choose to throw it underhand, or overhand.  If you throw it underhand, it travels along the ground.  Difficult terrain does not slow the ball, or reduce it's range, and attack rolls against targets touching an earth or stone surface cannot acquire Disadvantage.  Targets that aren't standing on the surface require you to throw overhand.  Overhand attack rolls can acquire Disadvantage, but if you knock an airborne target prone, it falls, taking 1d6 Bludgeoning damage per 10 feet it falls.

BOOMER
At 6th Level your ball does 2d6 magical Bludgeoning damage.  Additionally, if you successfully knock an opponent Prone, you can move him 10 feet in any direction (except up or down).  If this puts  the target in the space of another creature, it must make a Strength Saving Throw or be moved into an adjacent empty square, and be knocked Prone.  If it cannot be moved, it must still make the Save or be knocked Prone while the original target stops where it is.  Regardless both creatures take 1d6 Bludgeoning damage as they collide.

SPLIT
At 10th Level, if you knock the first target Prone, you get to force all creatures of your choice within 10 feet of it to also make a Strength Saving Throw, or be knocked Prone, taking 1d6 Bludgeoning damage.  This is a Bonus Action.

STRIKE!
At 14th Level, when using your 14th Level ability, you can also move any creatures you knock Prone up to 10 feet in any direction (including up, but not down).
« Last Edit: April 16, 2024, 08:42:53 PM by bhu »